参考:这里
我们在现实生活中看到某一物体的颜色并不是这个物体真正拥有的颜色,而是它所反射的(Reflected)颜色。换句话说,那些不能被物体所吸收(Absorb)的颜色(被拒绝的颜色)就是我们能够感知到的物体的颜色。
这一章节主要为了创建一个光照场景,在光照位置画一个物体表示出光照位置。
代码主要还是以前的代码,复习作用。
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <stb_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <learnopengl/Shader.h>
#include <learnopengl/Camera.h>
#include <iostream>
using namespace std;
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow* window);
void mouse_callback(GLFWwindow* window, double x, double y);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
const int SCR_WIDTH = 800;
const int SCR_HEIGHT = 600;
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = SCR_WIDTH / 2, lastY = SCR_WIDTH / 2;
bool firstMouse = true;
float deltaTime = 0.0f;
float lastFrame = 0.0f;
glm::vec3 lightPos = glm::vec3(1.0f, 1.0f, -1.0f);
int main()
{
//Init
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "hahaha", NULL, NULL);
if (window == NULL)
{
cout << "Failed to create GLFW window !" << endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetCursorPosCallback(window, mouse_callback);
glfwSetScrollCallback(window, scroll_callback);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
cout << "Failed to init GLAD !" << endl;
}
//configure
glEnable(GL_DEPTH_TEST);
//隐藏光标
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
//build and compile shader
Shader cubeShader("Shaders/Learn9_Cube.vs", "Shaders/Learn9_Cube.fs");
Shader lightShader("Shaders/Learn9_Light.vs", "Shaders/Learn9_Light.fs");
//set vertex data
float vertices[] = {
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
};
//set buffer
//create cube
unsigned int VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
//bind
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
//set data
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
//set pointer:position
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
//create light
unsigned int lightVAO;
glGenVertexArrays(1, &lightVAO);
glBindVertexArray(lightVAO);
//再次绑定VBO,不需要设置VBO,上面已经设置了,只需要绑定即可
glBindBuffer(GL_ARRAY_BUFFER, VBO);
//设置灯的立方体顶点属性(对灯来说只有顶点数据),顶点数据里还有uv,但未用,步长还是5
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
//load texture
//create
unsigned int texture1, texture2;
//texture1
glGenTextures(1, &texture1);
//bind
glBindTexture(GL_TEXTURE_2D, texture1);
//set wrap para
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//set filtering para
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//load image
int width, height, channels;
//反转图片Y轴
stbi_set_flip_vertically_on_load(true);
unsigned char* data = stbi_load("Images/container.jpg", &width, &height, &channels, 0);
if (data)
{
//set data
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
//generate minimap
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
cout << "Failed to load texture !" << endl;
}
//释放图片内存
stbi_image_free(data);
//texture2
glGenTextures(1, &texture2);
//bind
glBindTexture(GL_TEXTURE_2D, texture2);
//set wrap para
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//set filtering para
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
data = stbi_load("Images/awesomeface.png", &width, &height, &channels, 0);
if (data)
{
//set data
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
//generate minimap
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
cout << "Failed to load texture2 !" << endl;
}
//释放图片内存
stbi_image_free(data);
//set shader uniform value
cubeShader.use();//设置uniform值之前要先激活shader
cubeShader.setInt("texture1", 0);
cubeShader.setInt("texture2", 1);
lightShader.use();
lightShader.setVec3("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
lightShader.setVec3("objectColor", glm::vec3(1.0f, 1.0f, 1.0f));
//render loop
while (!glfwWindowShouldClose(window))
{
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
//input
processInput(window);
//render
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//bind texture on corresponding textue units
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture2);
//active shader
cubeShader.use();
//create matrix transformations;
glm::mat4 model = glm::mat4(1.0f);
glm::mat4 view = glm::mat4(1.0f);
glm::mat4 projection = glm::mat4(1.0f);
view = camera.GetViewMatrix();
projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
//set matrix
cubeShader.setMat4("model", model);
cubeShader.setMat4("view", view);
cubeShader.setMat4("projection", projection);
//render boxes
//bind data
glBindVertexArray(VAO);
model = glm::mat4(1.0f);
float angle = 20.0f;
model = glm::rotate(model, (float)glfwGetTime() * glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
cubeShader.setMat4("model", model);
//draw
glDrawArrays(GL_TRIANGLES, 0, 36);
//光位置立方体
lightShader.use();
model = glm::mat4(1.0f);
model = glm::translate(model, lightPos);
model = glm::scale(model,glm::vec3(0.5f));
lightShader.setMat4("model", model);
lightShader.setMat4("view", view);
lightShader.setMat4("projection", projection);
glBindVertexArray(lightVAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
//swap buffer
glfwSwapBuffers(window);
//call event
glfwPollEvents();
}
//optional:de-allocate all resurces once they've outlived their pupose
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
cubeShader.deleteShader();
//terminate clearing all previously allocated GLFW resources
glfwTerminate();
return 0;
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
}
void processInput(GLFWwindow* window)
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, true);
}
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.ProcessKeyboard(FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera.ProcessKeyboard(BACKWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera.ProcessKeyboard(LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.ProcessKeyboard(RIGHT, deltaTime);
}
void mouse_callback(GLFWwindow* window, double x, double y)
{
if (firstMouse)
{
lastX = x;
lastY = y;
firstMouse = false;
}
float xoffset = x - lastX;
float yoffset = lastY - y;
lastX = x;
lastY = y;
camera.ProcessMouseMovement(xoffset, yoffset);
}
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
camera.ProcessMouseScroll(yoffset);
}